Make real.h so we can change reals
authorSam Moore <[email protected]>
Wed, 26 Mar 2014 17:20:20 +0000 (01:20 +0800)
committerSam Moore <[email protected]>
Wed, 26 Mar 2014 17:20:20 +0000 (01:20 +0800)
Needed to fix view.cpp to call Float where it expects GLfloat
Had an attempt at making a half precision float, but it didn't go very well.

I don't think half precision floats are *that* terrible...
Probably got the bit masking wrong.

src/ipdf.h
src/real.h [new file with mode: 0644]
src/tests/realtofloat.cpp [new file with mode: 0644]
src/view.cpp

index 8ee30c3..c34f5ed 100644 (file)
@@ -2,12 +2,11 @@
 #define _IPDF_H
 
 #include "common.h"
 #define _IPDF_H
 
 #include "common.h"
+#include "real.h"
 
 namespace IPDF
 {
 
 namespace IPDF
 {
-       typedef float Real;
-       
-       inline float RealToFloat(Real r) {return r;}
+
        inline Real Random(Real max=1, Real min=0)
        {
                return min + (max-min) * ((Real)(rand() % (int)1e6) / 1e6);
        inline Real Random(Real max=1, Real min=0)
        {
                return min + (max-min) * ((Real)(rand() % (int)1e6) / 1e6);
diff --git a/src/real.h b/src/real.h
new file mode 100644 (file)
index 0000000..1d3fb8b
--- /dev/null
@@ -0,0 +1,51 @@
+#ifndef _REAL_H
+#define _REAL_H
+
+#include "common.h"
+
+namespace IPDF
+{
+
+//#define REAL_FLOAT
+#define REAL_DOUBLE
+//#define REAL_HALF
+
+#ifdef REAL_SINGLE
+       typedef float Real;
+       inline float Float(Real r) {return r;}
+#elif defined REAL_DOUBLE
+       typedef double Real;
+       inline double Float(Real r) {return r;}
+#elif defined REAL_HALF
+       struct Real
+       {
+               Real() = default;
+               Real(float r) : value(r) 
+               {
+                       int & a = *((int*)(&value)); // um...
+                       // mask out extra bits in exponent
+                        //1000 1111 1000 0000 0000 0011 1111 1111
+                       // Endianness matters
+                       a &= 0xFF3008F8;//0x8F8003FF;
+
+               }       
+       
+               Real operator+(float f) {return Real(value+f);}
+               Real operator-(float f) {return Real(value+f);}
+               Real operator/(float f) {return Real(value/f);}
+               Real operator*(float f) {return Real(value*f);}
+               Real operator+(const Real & r) {return this->operator+(r.value);}
+               Real operator-(const Real & r) {return this->operator-(r.value);}
+               Real operator*(const Real & r) {return this->operator*(r.value);}
+               Real operator/(const Real & r) {return this->operator/(r.value);}
+               float value;
+       };
+       inline float Float(Real r) {return r.value;}
+
+       inline std::ostream & operator<<(std::ostream & os, Real & r) {return os << r.value;} // yuk
+
+#endif //REAL_HALF
+
+}
+
+#endif //_REAL_H
diff --git a/src/tests/realtofloat.cpp b/src/tests/realtofloat.cpp
new file mode 100644 (file)
index 0000000..b09bd49
--- /dev/null
@@ -0,0 +1,9 @@
+#include "main.h"
+float test = 1e4;
+int main(int argc, char ** argv)
+{
+       Real r(test);
+       Debug("test float %.20f", test);
+       Debug("test real %.20f", Float(r));
+       return 0;
+}
index 9e832d2..ed62704 100644 (file)
@@ -19,7 +19,7 @@ void View::Render()
 
        glMatrixMode(GL_PROJECTION);
        glLoadIdentity();
 
        glMatrixMode(GL_PROJECTION);
        glLoadIdentity();
-       glOrtho(m_bounds.x, m_bounds.x+m_bounds.w, m_bounds.y + m_bounds.h, m_bounds.y, -1.f, 1.f);
+       glOrtho(Float(m_bounds.x), Float(m_bounds.x)+Float(m_bounds.w), Float(m_bounds.y) + Float(m_bounds.h), Float(m_bounds.y), -1.f, 1.f);
        glMatrixMode(GL_MODELVIEW);
        glLoadIdentity();
 
        glMatrixMode(GL_MODELVIEW);
        glLoadIdentity();
 
@@ -30,10 +30,10 @@ void View::Render()
                if (m_document.m_objects.types[id] == RECT_FILLED)
                        continue;
                Rect obj_bounds = m_document.m_objects.bounds[id];
                if (m_document.m_objects.types[id] == RECT_FILLED)
                        continue;
                Rect obj_bounds = m_document.m_objects.bounds[id];
-               glVertex2f(obj_bounds.x, obj_bounds.y);
-               glVertex2f(obj_bounds.x + obj_bounds.w, obj_bounds.y);
-               glVertex2f(obj_bounds.x + obj_bounds.w, obj_bounds.y + obj_bounds.h);
-               glVertex2f(obj_bounds.x, obj_bounds.y + obj_bounds.h);
+               glVertex2f(Float(obj_bounds.x), Float(obj_bounds.y));
+               glVertex2f(Float(obj_bounds.x) + Float(obj_bounds.w), Float(obj_bounds.y));
+               glVertex2f(Float(obj_bounds.x) + Float(obj_bounds.w), Float(obj_bounds.y) + Float(obj_bounds.h));
+               glVertex2f(Float(obj_bounds.x), Float(obj_bounds.y) + Float(obj_bounds.h));
        }
        glEnd();
 
        }
        glEnd();
 
@@ -43,10 +43,10 @@ void View::Render()
                        continue;
                Rect obj_bounds = m_document.m_objects.bounds[id];
                glBegin(GL_LINE_LOOP);
                        continue;
                Rect obj_bounds = m_document.m_objects.bounds[id];
                glBegin(GL_LINE_LOOP);
-               glVertex2f(obj_bounds.x, obj_bounds.y);
-               glVertex2f(obj_bounds.x + obj_bounds.w, obj_bounds.y);
-               glVertex2f(obj_bounds.x + obj_bounds.w, obj_bounds.y + obj_bounds.h);
-               glVertex2f(obj_bounds.x, obj_bounds.y + obj_bounds.h);
+               glVertex2f(Float(obj_bounds.x), Float(obj_bounds.y));
+               glVertex2f(Float(obj_bounds.x) + Float(obj_bounds.w), Float(obj_bounds.y));
+               glVertex2f(Float(obj_bounds.x) + Float(obj_bounds.w), Float(obj_bounds.y) + Float(obj_bounds.h));
+               glVertex2f(Float(obj_bounds.x), Float(obj_bounds.y) + Float(obj_bounds.h));
                glEnd();
        }
 
                glEnd();
        }
 

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